#version 400

in vec3 LightIntensity;
in vec3 Position;
in vec3 Normal;
in vec2 TexCoord;

uniform sampler2D Tex1;

out vec4 FragColor;

void main() 
{
	vec3 ambAndDiff, spec;
	vec4 texColor = texture( Tex1, TexCoord );

	FragColor = texColor * vec4 (LightIntensity, 1.0);
}